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Drafting with D.K. #6: Scars Review – White

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by Dan Kramer

Today, our resident Limited expert, Dan Kramer, takes a look at the White and Blue cards of the set.  Got a Sealed event or a draft coming up?  Then this definitely something you should put at the top of your reading list!

Hello out there, we’re on the air, it’s Drafting with D.K. day today!

Welcome back one and all.  Time for some fresh, juicy content that I imagine everyone has lots to say about.  (so please, make yourself heard in the Comments if you agree or disagree with anything)
The original Mirrodin block limited format will forever hold a special place in my heart, as it was that which allowed me to win my first PTQ.  (if you’re curious to see the world through the eyes of a young D.K., you can read the report I had written about that here: http://pages.infinit.net/carta/r_031.html)

New Mirrodin has a lot of elements (and even specific cards) in common with the old, but also branches out in a wide array of directions…  so much so that some players have criticized it for trying to do too much all at once.

Whether you consider that to be true or not, I think many will agree that it makes for a diverse and interesting limited format, unlike any we’ve seen before.  Let’s begin with my observations from my first dabbling into the format:

– You will have tons of playables.  This means there is likely to be multiple ways to build your pool, and even moreso that you can rather easily change your build around as you sideboard versus different matchups.  At the prerelease, for example, I sided out my red which had decent artifact removal for black cards that had 2 Instill Infection and a Fume Spitter amongst other things against a quick black Infect deck.

– Artifact removal isn’t quite as good as it was in Mirrodin.  Still maindeck material, but coloured cards are more prevalent.

– Speaking of which, there really isn’t all that much creature removal for coloured dudes with more than 1 toughness, so the good ones gain in importance.

– Infect-based decks seem incredibly fast, and may be the decks to beat in the format.  You’ll need to watch your curve, and have early-game answers.  Remember boys and girls: it’s risky to get high on poison!

So here here we go.  I will walk you through the White and Blue cards.  I don’t claim to be an expert on the set just yet, but usually I get a good feeling for the cards.  For those that remember my M11 stuff, I don’t really like specific pick orders, as the value of cards varies in my mind based on what you already have.  But I’ve tried to estimate at what point of a booster the cards should be taken.

White (27)

Name:    Abuna Acolyte
Cost:     1W
Type:     Creature – Cat Cleric
Pow/Tgh:     1/1
Rules Text:     {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
{T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
Rarity:     Uncommon

Fine card that is sure to make the cut in most white decks.  We’ve been without a staple healer for a few sets now, so nice to see a white trademark back.  Keep in mind that Infect is still damage, so this will prevent counters as well.  5th-8th Pick.

Name:    Arrest
Cost:     2W
Type:     Enchantment
Rules Text:     Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Rarity:     Common

Good removal, just as it was in its other printings, and easy to splash.  The presence of a common maindeck Disenchant and the Stag at uncommon make it a little less effective against white.  Removal is at a premium with all the bombs in the format.  2nd – 3rd Pick.

Name:    Auriok Edgewright
Cost:     WW
Type:     Creature – Human Soldier
Pow/Tgh:     2/2
Rules Text:     Metalcraft – Auriok Edgewright has double strike as long as you control three or more artifacts.
Rarity:     Uncommon

Decent guy for an aggro-based white deck, of course having great synergy with equipment.  2 toughness for 2 mana is also not at all irrelevant in the format, so should often make the cut.  5th – 8th pick.

Name:    Auriok Sunchaser
Cost:     1W
Type:     Creature – Human Soldier
Pow/Tgh:     1/1
Rules Text:     Metalcraft – As long as you control three or more artifacts, Auriok Sunchaser has +2/+2 and flying.
Rarity:     Common

The Sunchaser’s value varies more widely than the Edgewright based on how easy it is for your deck to Metalcraft.  A high number of early game artifacts (e.g. equipment, Origin Spellbombs, etc.) make him a higher pick, while a lack of them make him not very playable.  5th – 8th pick.

Name:    Dispense Justice
Cost:     2W
Type:     Instant
Rules Text:     Target player sacrifices an attacking creature.
Metalcraft- That player sacrifices two attacking creatures instead if you control three or more artifacts.
Rarity:     Uncommon

I got to play this card at the prerelease to wipe out both Skithiryx and a smaller dude, showing just how absurd it can be.  Of course at a higher level, players are more likely to play around this (and thus, YOU, reader, must always be aware of this card’s presence), but still good removal.  2nd – 4th pick.    

Name:    Elspeth Tirel
Cost:     3WW
Type:     Planeswalker – Elspeth
Pow/Tgh:     4
Rules Text:     +2: You gain 1 life for each creature you control.
-2: Put three 1/1 white Soldier creature tokens onto the battlefield.
-5: destroy all other permanents except for lands and tokens.
Rarity:     Mythic Rare

Completely unplayable.  If you open one, might as well pass it to me.  15th pick.
(is there really anything that needs to be said about Elspeth?  1st pick)

Name:    Fulgent Distraction
Cost:     2W
Type:     Instant
Rules Text:     Choose two target creatures. Tap those creature, then unattach all Equipment from them.
Rarity:     Common

This card is playable as a little tempo-boost / mini-finisher, but with so many playables and card advantage being available, this is likely to only fit in niche super-aggro builds.  8th – 12th pick.

Name:    Ghalma's Warden
Cost:     3W
Type:     Creature – Elephant Soldier
Pow/Tgh:     2/4
Rules Text:     Metalcraft – Ghalma's Warden gets +2/+2 as long as you control three or more artifacts.
Rarity:     Common

Nothing overly flashy or exciting here, but a solid dude.  Directly better than Battle Cattle (Pillarfield Ox) who was playable in his format, and high toughness coloured guys are quite good in Scars.  4th – 8th pick.

Name:    Glimmerpoint Stag
Cost:     2WW
Type:     Creature – Elk
Pow/Tgh:     3/3
Rules Text:     Vigilance
When Glimmerpoint Stag enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Rarity:     Uncommon

Stag is really good in the format, perhaps deceptively so.  There are tons of comes-into-play effect creatures you can trigger, charge counter artifacts you can reset, Arrests you can remove, opposing equipments you can unequip…  and of course you can just blink a blocker out of the way.  Oh, plus he’s a 3/3 vigilant body for 4 mana!  3rd – 5th pick.

Name:    Glint Hawk
Cost:     W
Type:     Creature-Bird
Pow/Tgh:     2/2
Rules Text:     Flying
When Glint Hawk enters the battlefield, sacrifice it unless you return an artifact you control to its owner's hand.
Rarity:     Common

The Hawk is also good at resetting artifacts, but will definitely fit better in some decks than others.  You don’t want to be having to bounce 3 or 4 mana artifacts that there is no advantage to doing so.  Thus, where you take him varies quite a bit.  4th – 8th pick.

Name:    Indomitable Archangel
Cost:     2WW
Type:     Creature – Angel
Pow/Tgh:     4/4
Rules Text:     Flying
Metalcraft – Artifacts you control have shroud as long as you control three or more artifacts.
Rarity:     Mythic Rare

A 4/4 flyer for 4 is very very good.  One who can also turn off opposing Shatters is better.  1st pick.

Name:    Kemba, Kha Regent
Cost:     1WW
Type:     Legendary Creature – Cat Cleric
Pow/Tgh:     2/4
Rules Text:     At the beginning of your upkeep, put a 2/2 white Cat creature token onto the battlefield for each equipment attached to Kemba, Kha Regent.
Rarity:     Rare

If you have 2 or more good equipment, Kemba is very strong and should be taken higher.  Otherwise, she’s still a mana-efficient kitty who will make the cut so long as you are heavy white. 

3rd – 5th pick.
Name:    Kemba's Skyguard
Cost:     1WW
Type:     Creature – Cat Knight
Pow/Tgh:     2/2
Rules Text:     Flying
When Kemba's Skyguard enters the battlefield, you gain 2 life.
Rarity:     Common

Simple, quality flyer in a set that lacks them.  3rd – 5th pick.

Name:    Leonin Arbiter
Cost:     1W
Type:     Creature – Cat Cleric
Pow/Tgh:     2/2
Rules Text:     Players can't search libraries. Any player may pay {2} for that player to ignore this effect until end of turn.
Rarity:     Rare

Just a bear in limited.  Will be playable, but…  just a bear.  10th – 14th pick.

Name:    Loxodon Wayfarer
Cost:     2W
Type:     Creature – Elephant Monk
Pow/Tgh:     1/5
Rarity:     Common

Will sometimes make the cut depending on what your deck is trying to do and where your curve holes are.  But definitely not impressive.  10th – 14th pick.

Name:    Myrsmith
Cost:     1W
Type:     Creature – Human Artificer
Pow/Tgh:     2/1
Rules Text:     Whenever you cast an artifact spell, you may pay {1}. If you do, put a 1/1 colorless Myr artifact creature token onto the battlefield.
Rarity:     Uncommon

This whole cycle is really strong, and the Myr-maker is possibly the best of the bunch.  Not only is an army of 1/1 tokens quite effective in a format full of 1 toughness men, but this little lady will get you to metalcraft quite quickly, and help keep you there.  2nd – 4th pick.

Name:    Razor Hippogriff
Cost:     3WW
Type:     Creature – Hippogriff
Pow/Tgh:     3/3
Rules Text:     Flying
When Razor Hippogriff enters the battlefield, return target artifact card from your graveyard to your hand. You gain life equal to that card's converted mana cost.
Rarity:     Uncommon

So Magic now has distinct creatures that are Phelddagrifs and Hippogriffs for some reason, but much like his flying hippo predecessors, Big Hipps is very swingy in limited.  Form of gravedigger on a 3/3 flying body with a little lifegain thrown in.  I’m sold.  2nd – 4th pick.

Name:    Revoke Existence
Cost:     1W
Type:     Sorcery
Rules Text:     Exile target artifact or enchantment.
Rarity:     Common

Don’t let the sorcery speed fool you, this card does have more applications than Shatter.  Other than removing Arrests, keep in mind that this card will rid the board of all those pesky Darksteel artifacts.  Sure, instant speed tricks are great, but given the choice, I’ll usually take Revoke.  3rd –5th pick.

Name:    Salvage Scout
Cost:     W
Type:     Creature – Human Scout
Pow/Tgh:     1/1
Rules Text:     {W}, Sacrifice Salvage Scout: Return target artifact card from your graveyard to your hand.
Rarity:     Common

More playable than he might seem, at times he’s kind of like a Raise Dead on legs.  I wouldn’t take the boy Scout early on, but with enough valuable targets, he lives up to his tribe’s motto: Be Prepared for when that Shatter spoils your plans.  8th – 12th pick.

Name:    Seize the Initiative
Cost:     W
Type:     Instant
Rules Text:     Target creature gets +1/+1 and gains first strike until end of turn.
Rarity:     Common

Playable Combat Trick is Playable.  You should never be unhappy to have 1 Seize in your pile, but be wary of multiples, as it remains situational.  7th – 10th pick.

Name:    Soul Parry
Cost:     1W
Type:     Instant
Rules Text:     Prevent all damage one or two creatures would deal this turn.
Rarity:     Common

Slightly below Seize as it doesn’t pump power and costs 2, Soul Parry does have a many Safe Passage-type thing going for it which means it can *sometimes* make the cut.  10th – 12th pick.

Name:    Sunblast Angel
Cost:     4WW
Type:     Creature – Angel
Pow/Tgh:     4/5
Rules Text:     Flying
When Sunblast Angel enters the battlefield, destroy all tapped creatures.
Rarity:     Rare

Bomby Rare is Bomby.  Don’t think too hard about it if you haven’t seen it, but don’t walk into a total blowout unnecessarily either when your opponent is white and has the mana available.  1st pick.

Name:    Sunspear Shikari
Cost:     1W
Type:     Creature – Cat Soldier
Pow/Tgh:     2/2
Rules Text:     As long as Sunspear Shikari is equipped, it has first strike and lifelink.
Rarity:     Common

With 2 or more equipment, the Shikari is decent.  Otherwise, he’s still a bear.  Well, as much of a bear as a cat can be anyway.  6th – 10th pick.

Name:    Tempered Steel
Cost:     1WW
Type:     Enchantment
Rules Text:     Artifact creatures you control get +2/+2.
Rarity:     Rare

Comparable to Honor of the Pure in M11 Draft to establish how good it will be for you, +2/+2 is pretty huge if you have a sufficient quote of artifact men.  But, you won’t always have enough to take full advantage of the effect (8+).  3rd – 5th pick.

Name:    True Conviction
Cost:     3WWW
Type:     Enchantment
Rules Text:     Creatures you control have doublestrike and lifelink.
Rarity:     Rare

Less situational than Tempered Steel, this card is obviously best ran in decks with beefy dudes, like white equip builds, or W/G aggressive decks.  When it hits the table with some guys, it should end most games.  1st pick.

Name:    Vigil for the Lost
Cost:     3W
Type:     Enchantment
Rules Text:     Whenever a creature you control is put into a graveyard from the battlefield, you may pay {X}. If you do, gain X life.
Rarity:     Uncommon

Lifegain effects are rarely good and this one does not qualify as one of the exceptions.  12th – 14th pick.

Name:    Whitesun's Passage
Cost:     1W
Type:     Instant
Rules Text:     You gain 5 life.
Rarity:     Common

Well there had to be a white card worse than Vigil for the Lost.  Don’t ask why.  Just because I said so.  14th pick.

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